OpenGL ES SDK for Android ARM Developer Center
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Please see the following pages for more information:
[detail level 12]
oGetting Started GuideEverything you need to know to go from scratch to building Android applications
oLegalProprietary Notice
oSupportGetting support for the OpenGL ES SDK for Android 2.1.2
\TutorialsTutorials on how to get the best out of OpenGL ES on Mali GPUs
 oFirst Android Native ApplicationAn introduction and walkthrough of Android native applications
 oIntroduction to shadersA quick introduction to the programmable graphics pipeline introduced in OpenGL ES 2.0
 oGraphics SetupSetting up your application ready for graphics
 oSimple TriangleHow to create your first triangle
 oSimple CubeIntroduction in transformations and movement in OpenGL ES 2.0
 oTexture CubeHow to start texturing your objects to make them look realistic
 oLightingBasic lighting using OpenGL ES 2.0
 oNormal MappingBasic Normal Mapping tutorial that uses Normal Maps
 oAsset LoadingUsing the Open Asset Importer to load models into OpenGL ES
 oVertex Buffer ObjectsHow to use Vertex Buffer Objects to reduce the bandwidth in your application
 oAndroid File LoadingHow to package assets up into the apk and load files from the file system
 oMipmapping and Compressed TexturesThis tutorial introduces the idea of mipmapping and compressed textures
 oProjected LightsProjected Lights effect using OpenGL ES 3.0
 oBloomBloom effect using OpenGL ES 3.0
 oMin Max BlendingThe application demonstrates behaviour of blending in GL_MIN and GL_MAX mode in OpenGL ES 3.0
 oInteger LogicThe application simulates cellular automata phenomenon following Rule 30 using OpenGL ES 3.0
 oETC2 TextureDemonstration of ETC2 texture compression support in OpenGL ES 3.0
 oBoidsDemonstration of Transform Feedback functionality in OpenGL ES 3.0
 oShadow MappingDemonstration of shadow mapping functionality using OpenGL ES 3.0
 oOcclusion QueryDemonstration of Occlusion Query functionality in OpenGL ES 3.0
 oInstanced TessellationThe application displays a rotating solid torus with a low-polygon wireframed mesh surrounding it. The torus is drawn by means of instanced tessellation technique using OpenGL ES 3.0
 oInstancingThis sample presents the instanced drawing technique using OpenGL ES 3.0
 oUsing multiview renderingThis sample presents the GL_OVR_multiview and GL_OVR_multiview2 extensions and how they can be used to improve performance for virtual reality use cases
 oTexture Compression and Alpha ChannelsThis document describes the related samples "ETCAtlasAlpha", "ETCCompressedAlpha", and "ETCUncompressedAlpha", which illustrate three different ways of handling alpha channels when using ETC1 compression
 oHigh Quality Text RenderingImproving quality for textured text
 oThread SynchronisationIllustrates the use of sync objects to synchronise the use of shared objects between multiple contexts in multiple threads
 oMetaballsUsing a GPU to create organic-looking 3-dimensional objects in OpenGL ES 3.0
 oTerrain Rendering with Geometry ClipmapsThis sample will show you how to efficiently implement geometry clipmaps using OpenGL ES 3.0. The sample makes use of 2D texture arrays as well as instancing to efficiently render an infinitely large terrain. The terrain is asynchronously uploaded to the GPU using pixel buffer objects
 oSkyboxThis sample presents how to implement skybox using single cubemap texture
 oAdvanced Shading Techniques with Pixel Local StorageThis sample uses OpenGL ES 3.0 and Pixel Local Storage to perform advanced shading techniques. The sample computes a per-pixel object thickness, and uses it to render a subsurface scattering effect for translucent geometry, without the use of external depth-maps or additional rendertargets
 oASTC texturesThis document describes usage of compressed ASTC textures
 oASTC low precisionThis document describes how to enable and use the ASTC decode mode extension to select decoding precision when decoding ASTC image blocks
 oIntroduction to compute shadersThis document will give you an introduction to compute shaders in OpenGL ES 3.1, how they fit into the rest of OpenGL ES and how you can make use of it in your application. Using compute shaders effectively requires a new mindset where parallel computation is exposed more explicitly to developers. With this explicitness, various new primitives are introduced which allows compute shader threads to share access to memory and synchronize execution
 oParticle Flow Simulation with Compute ShadersThis sample illustrates how to efficiently perform calculations on a large amount of particles using OpenGL ES 3.1 and compute shaders
 oOcclusion Culling with Hierarchical-ZThis sample will show you how to efficiently implement occlusion culling using compute shaders in OpenGL ES 3.1. The sample tests visibility for a large number of instances in parallel and only draws the instances which are assumed to be visible. Using this technique can in certain scenes give a tremendous performance increase
 oOcean Rendering with Fast Fourier TransformThis sample will show you how to efficiently implement high quality ocean water rendering using compute shaders in OpenGL ES 3.1
 oDisplacement mapping with tessellationThis sample uses OpenGL ES 3.1 and the Android extension pack to perform displacement mapping with tessellation. The sample investigates common techniques used to improve performance and visuals
 oProcedural modelling with geometry shadersThis sample uses OpenGL ES 3.1 and the Android extension pack to procedurally generate complex geometry in real-time with geometry shaders
 \Advanced OpenGL ES SamplesA collection of advanced samples using the OpenGL ES API